ebiten/internal/uidriver/js/input_js.go

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// Copyright 2015 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package js
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import (
"encoding/hex"
"syscall/js"
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"unicode"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
)
var (
stringKeydown = js.ValueOf("keydown")
stringKeypress = js.ValueOf("keypress")
stringKeyup = js.ValueOf("keyup")
stringMousedown = js.ValueOf("mousedown")
stringMouseup = js.ValueOf("mouseup")
stringMousemove = js.ValueOf("mousemove")
stringWheel = js.ValueOf("wheel")
stringTouchstart = js.ValueOf("touchstart")
stringTouchend = js.ValueOf("touchend")
stringTouchmove = js.ValueOf("touchmove")
)
var jsKeys []js.Value
func init() {
for _, k := range driverKeyToJSKey {
jsKeys = append(jsKeys, k)
}
}
func jsKeyToID(key js.Value) int {
// js.Value cannot be used as a map key.
// As the number of keys is around 100, just a dumb loop should work.
for i, k := range jsKeys {
if k.Equal(key) {
return i
}
}
return -1
}
type pos struct {
X int
Y int
}
type gamepad struct {
name string
axisNum int
axes [16]float64
buttonNum int
buttonPressed [256]bool
}
type Input struct {
keyPressed map[int]bool
keyPressedEdge map[int]bool
mouseButtonPressed map[int]bool
cursorX int
cursorY int
origCursorX int
origCursorY int
wheelX float64
wheelY float64
gamepads map[driver.GamepadID]gamepad
touches map[driver.TouchID]pos
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runeBuffer []rune
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ui *UserInterface
}
func (i *Input) CursorPosition() (x, y int) {
if i.ui.context == nil {
return 0, 0
}
xf, yf := i.ui.context.AdjustPosition(float64(i.cursorX), float64(i.cursorY), i.ui.DeviceScaleFactor())
return int(xf), int(yf)
}
func (i *Input) GamepadSDLID(id driver.GamepadID) string {
// This emulates the implementation of EMSCRIPTEN_JoystickGetDeviceGUID.
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// https://github.com/libsdl-org/SDL/blob/0e9560aea22818884921e5e5064953257bfe7fa7/src/joystick/emscripten/SDL_sysjoystick.c#L385
g, ok := i.gamepads[id]
if !ok {
return ""
}
var sdlid [16]byte
copy(sdlid[:], []byte(g.name))
return hex.EncodeToString(sdlid[:])
}
// GamepadName returns a string containing some information about the controller.
// A PS2 controller returned "810-3-USB Gamepad" on Firefox
// A Xbox 360 controller returned "xinput" on Firefox and "Xbox 360 Controller (XInput STANDARD GAMEPAD)" on Chrome
func (i *Input) GamepadName(id driver.GamepadID) string {
g, ok := i.gamepads[id]
if !ok {
return ""
}
return g.name
}
func (i *Input) AppendGamepadIDs(gamepadIDs []driver.GamepadID) []driver.GamepadID {
for id := range i.gamepads {
gamepadIDs = append(gamepadIDs, id)
}
return gamepadIDs
}
func (i *Input) GamepadAxisNum(id driver.GamepadID) int {
g, ok := i.gamepads[id]
if !ok {
return 0
}
return g.axisNum
}
func (i *Input) GamepadAxisValue(id driver.GamepadID, axis int) float64 {
g, ok := i.gamepads[id]
if !ok {
return 0
}
if g.axisNum <= axis {
return 0
}
return g.axes[axis]
}
func (i *Input) GamepadButtonNum(id driver.GamepadID) int {
g, ok := i.gamepads[id]
if !ok {
return 0
}
return g.buttonNum
}
func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool {
g, ok := i.gamepads[id]
if !ok {
return false
}
if g.buttonNum <= int(button) {
return false
}
return g.buttonPressed[button]
}
func (i *Input) AppendTouchIDs(touchIDs []driver.TouchID) []driver.TouchID {
for id := range i.touches {
touchIDs = append(touchIDs, id)
}
return touchIDs
}
func (i *Input) TouchPosition(id driver.TouchID) (x, y int) {
d := i.ui.DeviceScaleFactor()
for tid, pos := range i.touches {
if id == tid {
x, y := i.ui.context.AdjustPosition(float64(pos.X), float64(pos.Y), d)
return int(x), int(y)
}
}
return 0, 0
}
func (i *Input) AppendInputChars(runes []rune) []rune {
return append(runes, i.runeBuffer...)
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}
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func (i *Input) resetForFrame() {
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i.runeBuffer = nil
i.wheelX = 0
i.wheelY = 0
}
func (i *Input) IsKeyPressed(key driver.Key) bool {
if i.keyPressed != nil {
if i.keyPressed[jsKeyToID(driverKeyToJSKey[key])] {
return true
}
}
if i.keyPressedEdge != nil {
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for c, k := range edgeKeyCodeToDriverKey {
if k != key {
continue
}
if i.keyPressedEdge[c] {
return true
}
}
}
return false
}
var codeToMouseButton = map[int]driver.MouseButton{
0: driver.MouseButtonLeft,
1: driver.MouseButtonMiddle,
2: driver.MouseButtonRight,
}
func (i *Input) IsMouseButtonPressed(button driver.MouseButton) bool {
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[int]bool{}
}
for c, b := range codeToMouseButton {
if b != button {
continue
}
if i.mouseButtonPressed[c] {
return true
}
}
return false
}
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func (i *Input) Wheel() (xoff, yoff float64) {
return i.wheelX, i.wheelY
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}
func (i *Input) keyDown(code js.Value) {
if i.keyPressed == nil {
i.keyPressed = map[int]bool{}
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}
i.keyPressed[jsKeyToID(code)] = true
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}
func (i *Input) keyUp(code js.Value) {
if i.keyPressed == nil {
i.keyPressed = map[int]bool{}
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}
i.keyPressed[jsKeyToID(code)] = false
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}
func (i *Input) keyDownEdge(code int) {
if i.keyPressedEdge == nil {
i.keyPressedEdge = map[int]bool{}
}
i.keyPressedEdge[code] = true
}
func (i *Input) keyUpEdge(code int) {
if i.keyPressedEdge == nil {
i.keyPressedEdge = map[int]bool{}
}
i.keyPressedEdge[code] = false
}
func (i *Input) mouseDown(code int) {
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[int]bool{}
}
i.mouseButtonPressed[code] = true
}
func (i *Input) mouseUp(code int) {
if i.mouseButtonPressed == nil {
i.mouseButtonPressed = map[int]bool{}
}
i.mouseButtonPressed[code] = false
}
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func (i *Input) updateGamepads() {
nav := js.Global().Get("navigator")
if !nav.Truthy() {
return
}
if !nav.Get("getGamepads").Truthy() {
return
}
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for k := range i.gamepads {
delete(i.gamepads, k)
}
gamepads := nav.Call("getGamepads")
l := gamepads.Length()
for idx := 0; idx < l; idx++ {
gp := gamepads.Index(idx)
if !gp.Truthy() {
continue
}
id := driver.GamepadID(gp.Get("index").Int())
g := gamepad{}
g.name = gp.Get("id").String()
axes := gp.Get("axes")
axesNum := axes.Get("length").Int()
g.axisNum = axesNum
for a := 0; a < len(g.axes); a++ {
if axesNum <= a {
break
}
g.axes[a] = axes.Index(a).Float()
}
buttons := gp.Get("buttons")
buttonsNum := buttons.Get("length").Int()
g.buttonNum = buttonsNum
for b := 0; b < len(g.buttonPressed); b++ {
if buttonsNum <= b {
break
}
g.buttonPressed[b] = buttons.Index(b).Get("pressed").Bool()
}
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if i.gamepads == nil {
i.gamepads = map[driver.GamepadID]gamepad{}
}
i.gamepads[id] = g
}
}
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func (i *Input) updateFromEvent(e js.Value) {
// Avoid using js.Value.String() as String creates a Uint8Array via a TextEncoder and causes a heavy
// overhead (#1437).
switch t := e.Get("type"); {
case t.Equal(stringKeydown):
c := e.Get("code")
if c.Type() != js.TypeString {
code := e.Get("keyCode").Int()
if edgeKeyCodeToDriverKey[code] == driver.KeyArrowUp ||
edgeKeyCodeToDriverKey[code] == driver.KeyArrowDown ||
edgeKeyCodeToDriverKey[code] == driver.KeyArrowLeft ||
edgeKeyCodeToDriverKey[code] == driver.KeyArrowRight ||
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edgeKeyCodeToDriverKey[code] == driver.KeyBackspace ||
edgeKeyCodeToDriverKey[code] == driver.KeyTab {
e.Call("preventDefault")
}
i.keyDownEdge(code)
return
}
if c.Equal(driverKeyToJSKey[driver.KeyArrowUp]) ||
c.Equal(driverKeyToJSKey[driver.KeyArrowDown]) ||
c.Equal(driverKeyToJSKey[driver.KeyArrowLeft]) ||
c.Equal(driverKeyToJSKey[driver.KeyArrowRight]) ||
c.Equal(driverKeyToJSKey[driver.KeyBackspace]) ||
c.Equal(driverKeyToJSKey[driver.KeyTab]) {
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e.Call("preventDefault")
}
i.keyDown(c)
case t.Equal(stringKeypress):
if r := rune(e.Get("charCode").Int()); unicode.IsPrint(r) {
i.runeBuffer = append(i.runeBuffer, r)
}
case t.Equal(stringKeyup):
if e.Get("code").Type() != js.TypeString {
// Assume that UA is Edge.
code := e.Get("keyCode").Int()
i.keyUpEdge(code)
return
}
i.keyUp(e.Get("code"))
case t.Equal(stringMousedown):
button := e.Get("button").Int()
i.mouseDown(button)
i.setMouseCursorFromEvent(e)
case t.Equal(stringMouseup):
button := e.Get("button").Int()
i.mouseUp(button)
i.setMouseCursorFromEvent(e)
case t.Equal(stringMousemove):
i.setMouseCursorFromEvent(e)
case t.Equal(stringWheel):
// TODO: What if e.deltaMode is not DOM_DELTA_PIXEL?
i.wheelX = -e.Get("deltaX").Float()
i.wheelY = -e.Get("deltaY").Float()
case t.Equal(stringTouchstart) || t.Equal(stringTouchend) || t.Equal(stringTouchmove):
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i.updateTouchesFromEvent(e)
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}
}
func (i *Input) setMouseCursorFromEvent(e js.Value) {
if i.ui.cursorMode == driver.CursorModeCaptured {
x, y := e.Get("clientX").Int(), e.Get("clientY").Int()
i.origCursorX, i.origCursorY = x, y
dx, dy := e.Get("movementX").Int(), e.Get("movementY").Int()
i.cursorX += dx
i.cursorY += dy
return
}
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x, y := e.Get("clientX").Int(), e.Get("clientY").Int()
i.cursorX, i.cursorY = x, y
i.origCursorX, i.origCursorY = x, y
}
func (i *Input) recoverCursorPosition() {
i.cursorX, i.cursorY = i.origCursorX, i.origCursorY
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}
func (in *Input) updateTouchesFromEvent(e js.Value) {
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j := e.Get("targetTouches")
for k := range in.touches {
delete(in.touches, k)
}
for i := 0; i < j.Length(); i++ {
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jj := j.Call("item", i)
id := driver.TouchID(jj.Get("identifier").Int())
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if in.touches == nil {
in.touches = map[driver.TouchID]pos{}
}
in.touches[id] = pos{
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X: jj.Get("clientX").Int(),
Y: jj.Get("clientY").Int(),
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}
}
}
func (i *Input) updateForGo2Cpp() {
if !go2cpp.Truthy() {
return
}
for k := range i.touches {
delete(i.touches, k)
}
touchCount := go2cpp.Get("touchCount").Int()
for idx := 0; idx < touchCount; idx++ {
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id := go2cpp.Call("getTouchId", idx)
x := go2cpp.Call("getTouchX", idx)
y := go2cpp.Call("getTouchY", idx)
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if i.touches == nil {
i.touches = map[driver.TouchID]pos{}
}
i.touches[driver.TouchID(id.Int())] = pos{
X: x.Int(),
Y: y.Int(),
}
}
for k := range i.gamepads {
delete(i.gamepads, k)
}
gamepadCount := go2cpp.Get("gamepadCount").Int()
for idx := 0; idx < gamepadCount; idx++ {
g := gamepad{}
// Avoid buggy devices on GLFW (#1173).
buttonCount := go2cpp.Call("getGamepadButtonCount", idx).Int()
if buttonCount > len(g.buttonPressed) {
continue
}
axisCount := go2cpp.Call("getGamepadAxisCount", idx).Int()
if axisCount > len(g.axes) {
continue
}
id := driver.GamepadID(go2cpp.Call("getGamepadId", idx).Int())
g.buttonNum = buttonCount
for j := 0; j < buttonCount; j++ {
g.buttonPressed[j] = go2cpp.Call("isGamepadButtonPressed", idx, j).Bool()
}
g.axisNum = axisCount
for j := 0; j < axisCount; j++ {
g.axes[j] = go2cpp.Call("getGamepadAxis", idx, j).Float()
}
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if i.gamepads == nil {
i.gamepads = map[driver.GamepadID]gamepad{}
}
i.gamepads[id] = g
}
}